Systems and methods for estimating and predicting emotional states and affects and providing real time feedback

ABSTRACT

Systems and methods for estimating emotional states, moods, affects of an individual and providing feedback to the individual or others are disclosed. Systems and methods that provide real time detection and monitoring of physical aspects of an individual and/or aspects of the individual&#39;s activity and means of estimating that person&#39;s emotional state or affect and change to those are also disclosed. Real time feedback to the individual about the person&#39;s emotional change, change or potential change is provided to the user, helping the user cope, adjust or appropriately act on their emotions.

RELATED APPLICATIONS

This application is a Continuation-in-Part of application Ser. No.15/352,458, filed Nov. 15, 2016, and claims priority to and the benefitof that application, and which application is incorporated by referenceherein in its entirety. Application Ser. No. 15/352,458 originates andclaims priority to U.S. Provisional Application No. 62/258,357, filedNov. 20, 2015.

INCORPORATION BY REFERENCE

Except to the extent that any of the disclosure in the referencedpatents conflicts with the disclosure herein, the following US patentsand applications, which include inter alia disclosure pertaining tosystems and methods of monitoring human physiological parameters,algorithms and artificial intelligence methods for multivariatecomputations and estimations, user feedback systems, virtual andcomputer based coaching, artificial intelligence and computer learning,and virtual reality systems and methods are incorporated herein byreference in their entireties: U.S. Pat. Nos. 9,039,614, 8,775,332,8,509,882, 20150006192, 20130332160, 20140279800, 20130046151,20110022332, 20110288379, 20090009284, 9,311,382, 9,552,739, 9,622,660,5,870,768, 6,067,538, 7,065,512, 7,769,705, 20030101151, 9,215,996,9,589,475, 9,630,093, 6,425,764, and 7,065,513.

FIELD OF THE INVENTION

Embodiments of the invention relate generally to systems and methods forpredicting and estimating one or more emotional states of a person orchanges thereto and providing feedback to that person or others.

BACKGROUND OF THE INVENTION

Smart phones and other devices incorporate a variety of transducers,sensors and other components for detecting, sensing, monitoring aspectsof the world around them including such physical parameters as motion,location, acceleration, orientation, temperature, pressure, acousticaland optical waves, etc. These devices may also contain processing unitscapable, often in conjunction with software, to receive and potentialstore and analyze or otherwise process the information of the sensedphysical world. In addition to smartphones, there are a growing numberof “wearable devices” that can be incorporated into personal clothingother object possessed by individuals, e.g., in clothes, eyeglasses,watches, jewelry, bracelets, ear buds etc. and which may also detect,sense and/or record or transmit data about the world around themincluding data about the person onto which the wearable is fixed. Anindividual, with a smartphone and/or other wearable technology is ableto detect and monitor aspects and inputs from and of the world aroundthem, and with the onboard processor (or with a remote processor towhich the data has been transmitted) can have that information filtered,processed and utilized to provide information to the user. Examples ofsuch useful information being provided include the individual'slocation, the ambient pressure and temperature, the user motion duringwalking (e.g., pedometer), and the users sleep habits.

Humans are subject to emotions and emotional states throughout theirlives and throughout each day; Emotional lability varies widely acrosspersonalities and circumstances, and emotions heavily influencebehavior. Emotions can be very wide ranging and they are can have bothpositive and negative effects depending on the emotion, thecircumstance, and how the individual who is experiencing the emotion,responds and/or perceives the emotion. For instance, the emotion ofanger, if not recognized and checked can lead to a loss of temper andrage, which is many time regretted by the one losing their temper (notto mention those who receive the brunt of it). Similarly, the emotion offear can cause one to flee from challenges resulting in failure.

Alternatively, the emotions of fear and anger can be channeled forpositive purposes if recognized and directed to the appropriate ends.There is much literature, psychological and otherwise, written about howto deal with emotions, both positive and negative emotions and manypeople seek out means to identify, gauge, control, and channel theiremotions in positive productive ways. Often, the difficulty in dealingwith an emotion, whether positive or negative, is simply recognizing itsdeveloping presence. Cognitive therapy and other self-help habits,including positive feedback therapy, rely on recognizing what one isfeeling as the first step in dealing with the emotion; once one know oneis under the throes of a strong emotion such as fear or anger, one canuse one's mind or other help to channel the emotion effectively and asthe individual wants.

Mental emotional states can heavily influence actual behavior—in bothpositive and negative ways. Many times the key to success or optimalbehaviour is self-wareness of oneself (know thyself)—moods or affect canbe very powerful if used correctly—e.g., righteous anger resulting inassertiveness and courage to overcome or destructive if use wrongly e.g.fear causing worry, loss of confidence, failure. Example benefits ofsuch a system include allowing one to recognize their fear, anger andother emotions in order to deal effectively and channel it properly andproductively. Obviously there are many other emotions, including but notlimited to, sadness, despair, joy, happiness, anxiety, etc., thedetection, prediction of which and feedback to the user are contemplatedby the invention.

Emotional stability and control are important to health, relationshipsand longevity. Understanding how one reacts under certain stressors andtriggers as well as being able to proactively prepare, anticipate andchannel emotions, including encouraging/enhancing positive/desiredemotions and discouraging/reducing negative/unwanted emotions areexamples of benefits offered by embodiments of the invention.

BRIEF SUMMARY

Embodiments of the invention includes methods of predicting an emotionalstate or affect of an individual and providing feedback to theindividual comprising sensing, detecting or measuring one or moreparameters of a person at a first time; sensing, detecting or measuringone or more of said parameters of the person at a second time;determining the changes or rates of changes to one or more of the saidparameters between the first and second time; estimating an emotionalstate or changes to an emotional state of the person based on saidchanges or rates of changes of one or more of the parameters; andproviding feedback of said estimated emotional state or changes to theemotional state of the person to the person.

In some embodiments parameters of a person include one or more of thegroup consisting of: physiological parameters; physical actions, verbaloutputs both written or spoken, muscle tension, facial expression andsounds. In some embodiments physiological parameters of a person includeone or more of the group consisting of: blood pressure, pulse,respiration, perspiration, skin salinity, temperature, subcutaneousvascular activity, pupillary response, bodily reflexes, blood chemistryincluding hormone levels, mandibular pressure, or physiological changesassociated with sexual arousal. In some embodiments physical actionsinclude one or more of the group consisting of: gesticulations or handor arm motions, type and speed of gait, changes to head orientation suchas head cocking or drooping, grip or finger pressure or fist clenchingor changes thereto, body posture, speed or pressure used in manualactivities or typing, speed and volume of articulation or soundenunciation such as yelling or whispering, weeping, smiling or laughing.

In some embodiments, the sensing, detecting or measuring is performed bythe use of a smartphone wherein one or more of the hardware componentsintegrated within said smartphone is used to sense, detect or measure aparameter of the person. In some embodiments the hardware componentsinclude one or more from the group consisting of: camera, microphone,accelerometer, gyroscope, thermometer, hygrometer, piezos and pressuresensors and GPS.

In some embodiments, a software application resident on said smartphoneis used to receive data pertaining to said parameter from said hardwarecomponent at said first time and said second time, to determine a changeor change rate to said parameter, to estimate an emotional state orchange thereto of the person and to provide feedback to the person on anestimated emotional state or changes thereto of the person. In someembodiments, additional hardware components for sensing, detecting ormeasuring a parameter of a person are connected to said smartphone viaeither a direct physical connection or wirelessly. In some embodiments,the additional hardware is provided or included in one from the groupconsisting of: wearables, spectacles, temples, ear buds, scarves,necklaces, bracelets, watches, rings, skin patches, hats, halters,physiological monitors and other networked sensors. In some embodiments,a software application resident on said smartphone receives datapertaining to a parameter from a hardware component and transmits thisdata to a remote system, and wherein said remote system in wirelesscommunication with said smartphone determines a change or change rate tosaid parameter and estimates an emotional state or change thereto andtransmit this information to the smartphone which provides feedback tothe person on an estimated emotional state or changes thereto of theperson.

Other embodiments include a method of predicting or identifying anemotional state or affect of a first individual and providing a portionof that information to second individual comprising sensing, detecting,measuring or receiving one or more parameters of a first person at afirst time; sensing, detecting, measuring or receiving one or more ofsaid parameters of said first person at a second time; determining thechanges or rates of changes to one or more of the said parametersbetween the first and second time; estimating an emotional state orchanges to an emotional state of said first person based on said changesor rates of changes of one or more of the parameters; providing feedbackof said estimated emotional state or changes thereto of the person tothe person; and providing information pertaining to the estimatedemotional state or changes thereto of said first portion to a secondportion.

In some embodiments, a first person determines which information isprovided to said second person, and the first person can adjust theamount and details of information to be shared with said second personthrough a software app or application. In some embodiments, the firstperson and said second person are remote from one another and exchangeinformation including information on emotional states and changesthereto using smartphones, tablets, computers or other hardware usingwireless communications and wherein such sharing of information mayoccur using social networking platforms.

In some embodiments, the estimation of an emotional state or changes toan emotional state are performed using a processor which relies on oneor more methods of estimation or algorithms consisting of one or moreof: rules based engine; database or lookup table; self learning adaptivesystem; neural network or artificial intelligence. In some embodiments,a person, by means of an software interface, may modify the methods ofestimation or algorithm's inputs, weightings or baselines or otherparameters in order to more finely tune said methods and algorithms andmay provide other feedback including subjective feedback of saidperson's own emotional state in order to improve the accuracy of saidestimations or improve an adaptive learning or artificial intelligencesystem used for estimating emotional states.

Still other embodiments include a system for predicting or identifyingan emotional state or changes thereto of a person and providing feedbackinformation to that person or another person comprising: one or moretransducers for sensing, measuring or identifying parameters of a personduring a time interval; a processor for determining the changes or ratesof changes to one or more of the parameters over said time interval andfor estimating an emotional state or changes to an emotional state ofsaid person based on said changes or rates of changes of the parameters;and a user feedback means for providing feedback of said estimations byprocessor of emotional state or changes thereto of the person to theperson. In some embodiments, at least one of said transducers and saidprocessor and said user feedback means are incorporated in a smartphone.In other embodiments, at least one of the transducers is notincorporated into a smartphone and is a wearable or other deviceproximate to or in contact with the body of said person said transducerrelaying data via wireless communication to a processor. In someembodiments at least a portion of the user feedback means is notincorporated into a smartphone and is proximate or in contact with thebody of said person. In some embodiments, the system estimation ofemotional states or changes thereto by said processor is accomplishedusing methods of estimation or algorithms consisting of one or more of:rules based engine; database or lookup table; self learning adaptivesystem; neural network or artificial intelligence. In some embodiments,the system comprises means for sharing the estimation of emotionalstates or changes thereto of one person to another person.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a group of parameters associated with an individualthat may be measured, received or generated and used to estimateemotional states or affects of the individual according to anembodiment.

FIG. 2 illustrates a system level diagram and process schematicaccording to some embodiments.

FIG. 3 illustrates the process flow of receiving signals or datums,estimating emotional states, and providing feedback according to someembodiments.

FIGS. 4a-b illustrate examples in tabular form of hypothetical measuredand derived data used to estimate emotional state or changes toemotional states according to some embodiments.

FIGS. 5a-c illustrate examples of feedback to the user according to someembodiments.

FIG. 6a shows a diagrammatical representation of the virtual personalitycoach or virtual therapists according to some embodiments.

FIGS. 6b-c show process flows of the implementation of diagnostic andtreatment processes of virtual therapists according to some embodiments.

FIG. 7 illustrates an example gaming interface and display according tosome embodiments.

FIG. 8 illustrates example feedback displays for a competitive athletictraining system according to some embodiments.

DETAILED DESCRIPTION

Some embodiments of the invention are described in the following. In ourfast paced and hectic world with many stimuli and psychologicalstressors, sometimes all at once, it is sometime easy for emotions suchas frustration, anger, anxiety, worry, fear and others to develop orbuild up so rapidly that the individual is either unaware or “behind thecurve” in recognizing these emotions and appropriately dealing withthem. For example, some individuals may actually have troubleidentifying their emotion correctly and/or knowing how to respondappropriate—e.g., to maximize the value of the emotion, avoiding hurtingothers or oneself, etc. Being able to recognize one's emotional stateand also the change in one's emotions, e.g., the onset of anger or fear,to anticipate where one's emotional state is headed would be quitevaluable to many in dealing with emotions proactively and positively.Moreover, having a real time feedback system that can forecast orpredict emotional lability or other changes in emotion and/or providehelpful guidance in handling the emotion, e.g., instruction,encouragement, contacting of friend or medical personnel, would be agreat benefit to many who may want to understand their emotional states,their “trigger buttons”, and those who want to control and/or channeltheir emotions. For instance, one may wish to be alerted that they aremoving emotionally towards anger so that they can take steps to preventlosing temper or saying the wrong things; or being alerted that one isbecoming anxious in a social situation would allow the person morecontrol and chance to be proactive because they understood what wasgoing on. Furthermore, real time guidance or “coaching” helping one todeal with or channel the emotion the best way for the individual andsetting would be beneficial to many. Some Embodiments of the inventionsare directed at these goals of detecting affect or emotional states orchanges (including in some embodiments of predicting or estimating of anindividual's minute by minute emotional evolution), and providing realtime feedback to the person on the state of their emotions/affect/moodand changes/evolution thereof—and in some embodiments real time guidanceor other feedback that helps the user deal appropriately with theiremotional state.

In one embodiment, and with reference to the drawings included hereinthe invention comprises a system that provides real time detection andmonitoring of physical aspects of an individual and/or aspects of theindividual's activity, determines, computes or estimates that person'semotional state or affect or estimates the change of, evolution too orincreasing probability of a change in the individual's mood or emotionalstate occurring, and provides feedback, e.g., in real time, to theindividual about the person's emotional change, change or potentialchange thereof. In some embodiments, the notification to user can takethe form voice activated read-out, display on screen, vibration ofdevice, watch or other wearable. In some embodiments, additionalfeedback is provided to the user, helping the user cope or appropriatelyact on their emotions and changes thereof. For instance, if the emotionof anger is identified, the user can hear a voice “calm down” or “angerramping, be careful”.

FIG. 1 illustrates an individual 110 and a group of associatedparameters 120 of that individual that may be measured, sensed, detectedor received via signals and/or datums and which may be further analyzedto estimate and emotional state affect, mood, the onset of such, orchange thereto generally. These represented parameters are not anexhaustive list, but represent a subset of physiological and physicalparameters or data as well as higher level derived analyses such asvoice analysis, facial analysis, subcutaneous analysis, etc. Accordingto some embodiments, by measuring and/or determining these parameters,or a subset of the parameters, in real time or in a near-continuousfashion, estimations of emotional states and changes to emotions aredetermined based on an estimating algorithm as further described herein.

FIG. 2 illustrates a system diagram according to some embodiments.Measured, detected, generated or received signals or datums are sourcesof input 210 to emotional predictive algorithm 220. These signalssources may be raw data or processed or filtered data or user entereddata for example. Emotional predictive algorithm 220 produces Outputs230 including but not limited to for example estimated emotional statesor prediction of oncoming emotional states or transitions and one ormore feedbacks to the user, for example, warnings, coaching, recommendedactions etc. In some embodiments Algorithm 220 uses database 240 toretrieve baselining, benchmarking, rules, emotional look up informationor other information, and may store processed data and predictions indatabase 240. User 250 is provided feedback 260 and may also, accordingto some embodiments, confirm or disconfirm feedback, adjust weighting toalgorithm and provide other information 270 to tune algorithm.

FIG. 3 illustrates the process flow of receiving signals or datums,estimating emotional states, and providing feedback according to someembodiments. Signals or datums generated by a person or devices orsystems associated with a person are received 310. Based on receivedsignals or datums, one or more estimates of the emotional state of thepersons or changes to that person's emotional state are generated 320.One or more estimates or other feedback is provided to the person 320.In some embodiments, the person may provide feedback to the emotionalestimating system 340 in order to more finely tune and improve theaccuracy of the system. In some other embodiments, the person may sharetheir emotional data or portions thereof with another person or party.This is an optional step and is shown as 350.

In one embodiment, the system is exemplified by an individual'ssmartphone; or tablet; these examples provide for mobile, real time andprivacy protected data since the user is in possession of phone and therecording of data and processing of emotional data may reside on theuser's phone or may be encrypted and communicated to/from a remoteserver or processor. In other embodiments a remote or local pc or othersystem receives data (e.g., from networked wearables), processes thedata to generate an output of some mood or emotion related data andcommunicates this to user or other authorized party.

Example physical systems and “wearables” may include: smart phone,tablet, computers, smart glass type technology, smart watchs, smart“tactical feedback” gloves, any type of wearable device or anycombination of the aforementioned. Moreover these wearables can becontrolled or be coordinated to operate as a system, e.g., inconjunction with a proximal or remote processor or using the processingcapability of one or more of the wearables.

In one embodiment, measurements of one or more physiologic outputsand/or other idiosyncratic information particular to a user includingbut not limited to voice data, image data, muscle tension data, behavioretc. in real time and processing the data, e.g., with an algorithm,correlating the inputs and mapping inputs and correlated inputs topossible or likely emotional state, moods or changes of these, andreporting emotional related or indicative data (or raw data or data inwhatever form desired) to the user.

FIGS. 4a-b illustrate in tabular form hypothetical measured data,changes to the data, and rates of changes of data used to estimateemotional state or changes to emotional state according to someembodiments. The column labeled SIGNAL contains specific datums. Datumsrepresent specific input signals detected, measured or received by theaffect prediction system and may be raw, pre-processed or processedsignals and data representing a parameter of a person. Examples ofdatums include but are not limited to physiological parameters such aspulse, blood pressure, respiration, skin salinity, physical parameters,voice analysis including stress analysis, facial analysis,gesticulations or other motions (e.g., are measured by an accelerometerand/or gyroscope), muscle tension, keypad pressure or rates of typing,and direct user input and feedback. These datums and signals may bemeasured of generated as described elsewhere herein. In these examples,the column specifying WEIGHT represent weighting assigned to thatparticular datum or signal in estimating an emotional state or changeand the weights are relative to other datums used in the estimation ofaffect or changes thereto. The column representing CHANGE represents thedirection change (if any) of the signal/datum, for instance whether thesignal/datum is increasing, decreasing or relatively constant. TheCHANGE RATE column indicates that rate that the respective signal/datumis changing (relative rate of change indicated by number of + signs; thegreater number of + signs indicates a greater rate of change; 0indicates a relatively constant value of the signal/datum or no changein that signal/datum.

FIG. 4a represents a hypothetical data set by which reduction inemotional tension is estimated. The reduction in specific datums (e.g.,mandibular tension, respiration, and grip tension) with an increase inother datum (facial analysis showing a slight smile or less furrowedbrow) provides the algorithm with an accurate estimation of emotionalchanges. FIG. 4b , another hypothetical example, illustrates changes andrates to specific signals/datum (e.g., teeth clenching, grip tension,typing pressure, and grunting sounds) indicating an incipient spike ofanger.

Estimation of emotions experienced by a person, the intensity of suchemotions and whether that emotion is increasing or decreasing may beaccomplished by reference to a pre-populated database (e.g., a look-uptable) that maps datums/signals, and their absolute and/or relativevalues to certain emotional states or meta-states. Alternatively aself-learning or adaptive algorithm with or without used input andfeedback and fine tuning may be used to estimate emotional states orchanges based on the measured signals/datums.

The feedback to the user may include coaching and/or recommendations ofhow to respond or what to do next. For example, in anger is sensed thesystem may say “calm down” “count to ten” or respond in a userprogrammed way, e.g., play favorite song. FIGS. 5a-c illustrate examplesof feedback to the user of emotional state estimates according to someembodiments. In these hypothetical examples, FIG. 5a shows feedback to auser on their smartphone display regarding their emotional state andreal time changes. In this example, three distinct emotive states aredisplayed (the actual display format and traits to be displayed may beset by user or application as desired according to some embodiments),the levels of anger, calmness and anxiety and their stability orlability as estimated by the emotional state estimation algorithm andsystem. In this example, the height of the bars represent the intensityof the emotion relative to a baseline and the arrows indicate whetherthat emotion is increasing or decreasing. In the present example, thelevel of anger relative to a baseline is still elevated but diminishingand the level of calmness is increasing; the level of anxiety isrelatively stable. This can provide positive feedback to user and assistthem in managing their emotions.

FIG. 5b illustrates and example of where the emotional estimating andfeedback system warns an individual, via their smartphone display, of anincrease in anger levels and coaches or recommends specific actions todeal or ameliorate any anger. FIG. 5C illustrates another way to displayemotional feedback to a user on their smartphone. It is important tonote that there are a variety of ways to provide feedback to a user, andsuch is not limited to a smartphone or other display. For example, avibrating ring or bracelet, sounds via ear buds, heads up display, etc,may be used to provide feedback to the user and embodiments of theinvention are not limited to any particular means of providing feedback.

Additional Examples Embodiments and Implementations

Although the following sections describe example embodiments and manydifferent characteristics, traits, responses, and outputs of anindividual user, it is to be understood that these are examples only andembodiments of the invention are not limited to what is described andfurthermore do not need to include each and every feature described. Forinstance, a single data stream/point representing the user (e.g., voiceanalysis) may be all that is need in a certain application to accuratelyidentify the desired information (e.g., stress or calm). Anotherembodiment may need 2 inputs; another may use a dozen, etc.). Theattached drawings show some embodiments of the invention consistent withand inclusive of the disclosure herein.

In some embodiments an individual has smartphone (or other smart typedevice) and uses hardware and software (OS and apps) to effect andimplement the emotional detection and feedback system. The hardwareincluding sensors and other component chips may be incorporated in thesmartphone and additionally may be added on via a hardware plug in(e.g., using the available ports/jacks on the smartphone itself ornetworked to phone (e.g., via bluetooth or other comm protocol). One ormore apps on the smartphone (or may be remote on networked computer),reads real time data of sensors and other devices and estimates anemotion state or dominant state or changing emotions or states (e.g.,increase in fear or anger) and provides real time feedback (and in somecases coaching) to user about at least one of: their current activity,physiologic state, emotional status, changes in emotional affect or thelike.

The processing system uses a multivariate approach to estimate affect orchanges thereto base on the multiple variables and changes that arepresent. The algorithm for estimate mood/affect/emotions may be based ona look up table where certain detected user measured or analyzed data isweighted and correlated to a likely emotional state. For example, ifpulse increases and keypad typing pressure increases, this may indicateincreasing anger, whereas if the pulse increases but the keypad pressuredecreases may indicate increasing fear. The algorithm may be aself-learning and adapting system (e.g., neural network), and may getinformation from user (e.g., user inputs their self-perceived emotionstate or user confirms or disconfirms algorithms estimate of emotionalstate); this baselining and input from the user can be used to finelytune the algorithm to provide more accurate and tailored results to theuser.

The system provides feedback to user on their emotional state, and mayprovide feedback via numerous ways; for example a screen display showinglikely emotions and changes thereto; an audio report or warning, avibration warning or pattern of vibrations through the phone torepresent emotions or warnings. The feedback may also be provide vianon-phone hardware (ear buds, heads-up display on spectacle, pressure orsqueezing from watch, etc.). Various ways of relating information to theuser will be evident to one skilled in the art.

Examples of native phone hardware and associated user specificinformation that may be derived and used to infer emotional state mayinclude (but not limited to):

-   -   accelerometers and gyroscopes—which can provide real time data        on user's motion, acceleration, orientation, etc. This        information may reveal changes in gesticulations, speed of        reaction, pauses and the like, each of which can be used to        infer (alone or together with other inputs) emotional states or        changing emotions.    -   microphone—can record ambient sounds including environment,        speech, grunts, sighs, etc. Voice analysis and voice analysis        including stress analysis (implemented via app or via a        networked server) can be used to infer emotional effect of        changes thereto. Records, filters, amplifies and otherwise        processes audio and other vibrations. Voice analysis may also        include analysis of the words spoken, the tone and frequency        content/intensity of the voice and changed in these to estimate        emotional state.    -   camera—pictures or videos of user can reveal emotion states—via        facial expression recognition for example    -   email/text analysis—changes in use of words, typing and        spelling/grammar mistakes, length of communication and changes        thereto can reveal potential changes in affect.

Examples of non-native hardware that can be connected/networked tosmartphone may include (but not limited to):

-   -   pressure sensors—to measure magnitude and real time changes of        user's grip on device—and the pressure they apply to buttons,        screen and keypads. A case surrounding the phone may have the        sensors including a screen protector. [These sensors may also be        built into the device itself (e.g., sensors integrated in case,        keypad sensors—app to differentiate pressures, etc.).] By        measuring changes to grip tension and keypad/button pressures        when typing or clicking and changes in these variables, changes        in emotional states (e.g., anger, anxiety) may be identified.        (note: may be designed independently for keyboard wherein        pressure on keys while typing—can be used by itself or with        other indicators to identify affect and change in        affect—allowing feedback to user—feedback can be positive (to        encourage virtues such as bravery) or negative—to alert user to        vice or loss of control or mistake such as with anger and fear.    -   Biometric and physiological sensors    -   Temperature, pressure, acoustic, optical sensors, chemical        sensors in proximity to body can be used to measure of estimate        user's physiologic characteristics, for example core or skin        temperature may be measured with wearable or ear bud. Pulse rate        with an acoustic sensor. Blood pressure with pressure sensor        (e.g., arm band). Skin salinity with chemical sensor in watch or        ring. Muscle tension including facial muscle and        tempuro-mandibular tension with temples from glasses or        headband. Respiration rate through a pressure or “tension”        sensor incorporated in bra or shirt. Pupillary reaction via        “smart glass” technology or via camera or videocam.

Such sensors can be incorporated in a variety of different device, e.g.,to be used or worn by the use. Wearable devices that can incorporatesensors to detect physiologic signals may include (but are not limitedto): spectacles and temples, headband, headphones, ear buds,necklace/pendant, bracelet/anklet, watch, clothing including shoes andbelts, skin patches, rings, etc.

Benchmarking, Baselining, and Self-Learning System

Because different individuals may have difference emotional make-ups,e.g., some are more or less emotional labile that others, some are moreor less prone to specific emotion, have different trigger points, have aharder or easier time recognizing and/or coping with a specific emotion,in some embodiments of the inventions, as baselining or benchmarking ofeach individual is performed in order to enhance, improve or optimizethe system's ability to timely and accurately detect emotional statusindicators and provide feedback to user. Additional baselining variablesinclude idiosyncratic behavior of the individual. For example eachindividual may have one or multiple normal baseline and/or set of normsin their physiological responses (e.g., pulse, respiration, bp, skinsalinity, pupillary response, muscle contraction etc.) physicalgestures, voice, voice stress analysis, tones, words, typing habits, howtightly they hold a device etc. By measuring these variables, e.g., in acontrolled condition such as relative calm, a baseline or norm for theuser can be established. In some embodiments, user inputs knownattributes about self or answers a questionnaire about self—the answersof which are used by the system to set thresholds and baselines. In someembodiments, the user monitors and adjusts the feedback received fromthe system to match the user own perception of their emotional state;this provides the system algorithm with additional data potentialimproving its performance by being tuned to the specific responses ofindividual user.

In some embodiments, real time measurement and analyses of one, severalor all these inputs and variables is monitored to identify changes whichmay or are known to correlate with certain emotion states or states ofmind, such as anger, impatience, fear or uncomfortableness, etc. Thefeedback system may include a means whereby the use confirms theaccuracy of the system emotional diagnosis/reporting. In this example,the system is trained by the user, based on user feedback, input and/orconfirmation by the user. In other example embodiments, the user mayperceive an emotional state or change and provide direct feedback to thesystem and the system can associate the current measured data from thatindividual as indicative that emotional state. In some embodiments, theuser can track their emotional states and changes over time and/or theuser may deliberately insert themselves into a situation to triggeremotions, and monitor their emotional responses in real time via thesystem thereby providing a means of cognitive feedback therapy, In otherembodiments, the system can be used to categorize personality types(e.g., analogous to Myers Briggs). By being exposed to certainquestions, images, situations, and monitoring emotional changes,inference of personality type may be made.

Example Algorithms

The processing algorithm (or algorithms), which receives signal datathat is generated by or associated with the user, and generates one ormore outputs such as for example, compiled and processed raw data,estimated or predicted emotional state or states, identification oframping up or down of certain emotions, changes and rates thereto, etc.may be implemented in a variety of ways as will be evident to one ofordinary skill in the art.

In some embodiments there may be a resident or remote database or serverwhich stores raw data and/or historical and past data of the user and/orrules engine used to process input data and output emotionalinformation. In some embodiments one or more look up tables may beemployed; with a look up table, certain raw or preprocessed data areassociated with one or more specific emotions or emotional responses(weightings and magnitudes and rates of change of the user signal data);the user data may be mapped in a multivariate way and the ordered andweighted input values at a given time may be compared to look up tablefor matching (or near matching) emotional state or changes thereto.

Other embodiments include a self learning algorithm that uses feedbackfrom user to tune the algorithm for increased accuracy. For example, theuser may initially set up a user baseline, e.g., user is particularlynot easily upset or perturbed or conversely is very emotional labile andeasily triggered into various emotional states. Or can specify certainemotions or physiological or physical responses associated therewith inadvance to the system. The user may have access to “sliders” on screenin order to adjust the weighting to difference user inputs therebyadjusting the algorithm to give more or less weight (or ignore or focussolely etc) on any one or several of the user parameters or signals.

In other embodiments the system can use neural network or other adaptivemultivariate systems to process the input data to estimate emotionalstate or affect. In some embodiments, the system outputs estimations ofemotions and requests user feedback, e.g., for the user to input theirown perceptions of their emotions, or to confirm, disconfirm or suggestmodifications to the algorithms output; this allows for baselining aparticular user, and fine tuning the algorithm for that particular user.Benchmark or other data, existing in the literature, e.g., psychology,behavior, medicine, psychiatry, etc. may be user to relate physiologicalstates or changes (e.g., pulse, be respiration, skin salinity etc.)),physical activities (etc. muscle tension, key pressing, gesticulations,yelling, tearing, trembling, shivering, teeth clenching, etc) and othermeasured idiosyncratic data. Additionally or alternatively, user caninput known “triggers” or stressors and known data about themselves inorder to baseline and tune the algorithms.

Example Uses of the System

Although the following sections describe example uses and applications,it is to be understood that these are examples only of the potentialuses and applications, and the uses or variations on implementation arenot limited to what is described herein. A person of ordinary skill willrecognize the wide applicability of a system as described herein andembodiments of the invention may include all useful application of therecognition and feedback system as exemplified herein. Providingmonitoring, forecasting or predicting of emotional states or moodsand/or changes thereof, alone or couple with a real time, near-real timeor delayed reporting or feedback system has many potential applications.Without limitation and without being exhaustive, examples of usesinclude, but are not limited to the following examples

Example uses of the systems and methods according to some embodimentsinclude: Cognitive Therapy and Self Help and Awareness, and PositiveFeedback and control. Be being aware of one's emotional states andlability in response to certain stimuli, one can cope or manage or evendirect their emotional and actual responses in a positive way. By beingaware of the triggers for both positive and negative emotions, one canseek to place themselves in positive situations and avoid negative ones.One can apply learned feedback techniques (e.g., anger or anxietymanagement) proactively with advance warning of the onset of an emotion.In general, one can learn to recognize and control or direct onesemotions in a positive way to improve themselves, their personality andtheir relationships and the system can provide one with increasedcontrol over one's feelings and behavior, and be a very empowering toolfor self development. Cognitive Therapy (and other psychologicaltherapies involving post mood analyses or real time feedback andcontrol).

Personality Identification. Emotional data collected over time or in orin real time as response to specific psychological or physical stressorscan be analyzed to predict certain personality traits, e.g., introvertor extrovert, analytical or feeling, etc.

Social Interaction. Learning about another, getting to know another moreintimately, alerting the other to one's emotional state and emotionalresponses to the interaction (e.g., what the other person said or did)can allow individuals to more easily identify those who they wouldlikely “click” with or develop a friendship as well as warn ofincompatibility.

Feedback on advertising, products, political speech or anything elseuser is exposed to for which feedback of product provider is interestedin—and this can be real time. In one embodiment, the user agrees toallow their emotional data (or portions thereof) to be share to provideof product/ad/speech, etc.

Group input and Therapy—members of a group can selectively (oranonymously) share with members of the group (or other 3rd parties)their individual data and group collective data—like a focus group inone example—or in another case, to allow a group speaker to gauge thestate of the group in order to tailor her speech appropriately.

Business/personal negotiations and presentation.

Sharing Data

In some embodiments, a user may want to share data in real time withanother individual to allow them to appreciate the emotional affect of“the other”—mutual and/or reciprocal sharing would also be enabled.Embodiments include a sharing of emotional states between individuals,both in real time or non real time. In a real time sharing scenarioexample, 2 persons want to get to know each other and be aware of howthey are making the other person feel and alert to any emotional changesin the other person to facilitate the communication or relationship (ofcourse 1 person may share data while the other does not or they canshare different types of data). In an embodiment, an app on a smartphoneor tablet or PC would provide the real time emotional data of one partyto the other. The details of what is shared could be controlled by theuser providing the data. This allows for sharing of the “feelings” ofthe other person either in a face to face setting or where theindividuals are separated (e.g., in different homes, office, countries).In another embodiment, voice analysis and/or voice stress analysis maybe used as a means to communicate emotional status to the other party.

Exemplary embodiments include the ability of the user to keep hisemotional responses data completely private and share onlylimited/filtered information to the extent he wishes with whom he sochooses. Other embodiments include multiple persons within groupssharing information with each other, or subgroups within, and acorrelative function that identifies a “group emotion”, a sort ofweighting for the overall group composing the emotional responses of themembers of the group.

In other embodiments, individuals can utilize certain “wearable” orother “connected” devices including headsets, armbands, etc, whilechatting, texting or otherwise communicating with another person, forinstance at their desk computer, and thereby share their emotionalresponses/state with the other person. This would facilitate “getting toknow someone” remotely, and allows for a deeper appreciation of theother person's personality.

Other embodiments include non-real time feedback where the use oranother entity (e.g., doctor) can review the time evolution of a user'semotion state (e.g, over the course of a day). The user can track theiremotional changes to the events during the day and learn what triggersthese changes, and thereby learn more about themselves, their emotionaltriggers (good and bad). For example, the output may be a dailychart/graph showing different emotional states and changes theretothroughout the day.

In some embodiments, the system, or components thereof, may be anonymousin some instances to facilitate privacy protecting collection of datafor analysis. For instance, a user may wish to provide emotionalfeedback to an advertiser, but wants to remain anonymous. The privacyprotected embodiment would allow the sharing of emotional data withoutidentifying the individual.

In some embodiments, the system is implemented using a single “wearable”or other device attached or connect to users body providing real timesensing of one or more user variables allowing for an inference orestimation of one or more emotions, mood, affects, dispositions orinclinations. The signal processing can be accomplished on an internalprocessor of the device or in some embodiments by a remote processorconnected to the attached device by wireline or wireless connections. Insome embodiments the output estimation is conveyed directly to user oranother party. Examples of such emotions/moods/dispositions include butare not limited to: anger, frustration, irritation, annoyance,impatience, intimidation, uncomfortableness, fear, worry, anxiety,calmness, relaxedness, ambivalence, surprise, astonishment, confusion,bewilderment, rage, warmth, sympathy, empathy, compassion, pity,attracted, aroused, love, desire, down, sad, depressed, loneliness,happiness, contentedness, joyful, excited, scared.

Some embodiments include an empathy trainer wherein individuals shareemotional or other data and engage in real time meditation, dialog,therapy or other interaction that is at least in part driven by eachindividuals knowledge of their own personal data and/or that of theother person or persons (in the scenario of a group session). Such“sessions” with information sharing may facilitate bonding, personal andrelationship growth among other things.

Additional Embodiments

Embodiments include methods and systems for providing an individual withestimates and analyses of their psychological state, makeup,inclinations, neuroses and other pathologies and the like. Embodimentsinclude feedback to the user for helping guide the individual inunderstanding themselves, addressing any mood and/or psychologicalissues and generally helping the individual to improve themselves.Embodiments included automated and computer generated and directedcoaching including psychological coaching, psychological diagnosis, andpsychological therapies. Some embodiments include a virtual therapistfor estimating a clinical psychological diagnosis based on input from auser or patient. In some embodiments, the virtual therapist providescoaching, counseling and/or forms of psychotherapy on a user or patient.

According to some embodiments, a virtual therapist may be implementedvia an artificial intelligence (AI) engine and/or machine. Such AImachines are well known in the art, and may be programmed withinformation that in conjunction with self learning, can inter alia drawconclusions, make judgments, provide recommendations, direct activityetc. Such an AI engine may be implemented on a smartphone, tablet, andpersonal computer for example. In some embodiments, the AI machine isprogrammed with psychological diagnostic criteria and information aswell as clinical therapeutic approaches, for example, similar to thediagnostic information and therapeutic techniques that are learned bytrained therapists and psychologist. For example, the Diagnostic andStatistical Manual, the benchmark diagnostic tool and pathology manualof the psychological profession may be programmed (or read) by the AImachine (other diagnostic information and psychological assessmentinformation) may also be read, learned or programmed into the AIengine). There are many standard psychological techniques and procedurefor treatments and therapy as well that have been codified andsystematized to some extent. Such information would be programmed orotherwise learned by the AI engine. Psychological diagnosis and therapycan be subjective to some extent and a wide variety of therapies arepotentially available to treat pathologies or disorder. Such varietiesof therapeutic approaches may be learned or programmed into the AIengine.

In some embodiments, the AI engine implemented systems and methods wouldcomprise both diagnostic and therapeutic capabilities, including methodsof diagnosing (or otherwise estimating one or more psychologicalparameters or state) of a patient or user, and methods for treating orcounseling the patient or user. Methods for diagnosing and elicitingdiagnostic criteria may include verbal responses by the user toquestions originated by the AI engine, physiological states, and changesthereto, or other non-verbal responses from the user in reacting tolocal stimulus and/or that provided by the AI engine. In someembodiments, the virtual psychotherapist is resident on a personalcomputer and interfaces with user via a video camera and display,microphone and speaker, and various other sensor associated with theuser or activities thereof. Non-verbal responses may include but are notlimited to facial expressions, sounds, body postures orientation, muscletension, idiosyncratic activity, body language, physiological data asmeasured by sensors (see FIG. 1 for example), and generally any measuredor sensed input or reaction from the user that would assist in thediagnoses or in advancing the diagnostic process. The diagnostic processmay be iterative wherein the AI engine queries and/or otherwisestimulated the user, receives one or more responses from the user, andfurther queries stimulated the user in accordance with the previouslylearned diagnostic criteria and diagnostic process. Once a diagnosis hasbeen made or estimated, coaching of or recommendations to the user maybe provided.

Psychotherapy by the AI engine virtual therapists may also beimplemented at the user request using the learned therapies andtherapeutics. Therapies may include any of the wide variety of knownpsychotherapeutic techniques and which have been programmed or learnedby the AI engine. Examples of such include but are not limited tocognitive therapies. In cognitive therapy, the virtual therapiststhrough the AI engine would engage in dialog with the user or humanactor and implement therapy similar to how a human therapist would. Sometherapies involve physical or other stimulus (including emotionalstimulus via words, pictures, thoughts, etc). The AI engine wouldcontrol actuators that would effect any necessary stimulus as part ofthe therapy.

In some embodiments, virtual reality (VR) is employed to effect theneeded stimulus. For instance, the technique of “flooding” an individualwith a known fear is a therapy to overcome that fear. As an example, andin no way limiting the scope of the invention, the AI virtual therapistdetermines that the user suffers from acrophobia or has a recurrent fearof falling from a great height that is manifested in the user's dreams.Using a VR mask or goggles, the user can be flooded with the experienceof falling from great heights with the intent to sensitize the user fromthe fear that they have been experiencing. As described elsewhereherein, the user may employ wearable technology and this technology canbe used as both a diagnostic aid (sensing data about the user) as wellas a therapeutic aid (sending stimuli to the use and/or measuringresponses to said stimuli).

According to some embodiments, VR may be used for baselining, testing,diagnosing, treating and coaching. Simulating environments, situations,human interactions as well as other stimuli via VR and othertechnologies, and receiving and analyzing feedback (verbal andnon-verbal) from a user allows for diagnosing and treating psychologicaland personality conditions. The AI engine—virtual therapist may usealgorithmic approaches to testing, diagnoses and treatment, based on forexample, the standard practices psychology as programmed into andlearned by the AI engine. Just as a therapist would dialog with apatient or user to uncover or elucidate personality traits anddisorders, and apply iterative therapy to treat any disorder, theAI-virtual therapist would dialog with the patient or user (for instanceanalogous to a Turing machine), learn from the patient and apply theprofessional knowledge and learned skill of the psychologicalprofession. Such dialog could occur via various ways, including forinstance via a computer interface that includes a display and speaker bywhich the AI-therapist would communicate visually and audibly to thepatient. If the patient was interface with sensors or actuators, theAI-therapist would be able to read and correlate these sensors in realtime, and activate or engage any actuators (e.g., stimulus).

In one embodiment, the user interface with and to the virtual coach ortherapist is implemented via a smartphone (in other embodiments, apersonal computer or tablet). In some embodiments, the AI engine isresident on the smartphone. In other embodiments, the AI engine isremote from the smartphone (for instance, located on a computer withhigh processing capability). In some embodiments, diagnostic andtreatments methods are categorized and stored in a computer data store(e.g., database) which is accessible by the AI engine to consult andcontinue learning.

Such AI driven psychological diagnostic estimation systems and methods,and particularly when implement on, at least partially (for instance aback end remote serve may comprise the stored data, encyclopediadiagnostic data act), a common computation device such as a smartphoneor personal computer would have wide applicability. Potentialapplications include a personal assistant or psychological coach,implemented as an AI engine, that used known science of psychology andtherapy, and help a person understand themselves more deeply andidentify any perceived shortcomings or “pathologies” in theirpersonalities (which they may want to improve), and help them eliminateor mitigate such personality or psychological disorders therebyimproving themselves. Other applications include a virtual clinicalpsychologist that may be helpful where there is a shortage of humanpractitioners. The virtual AI driven diagnostician may be used byclinicians and others to pre-assess and/or triage patients or clientsand thus provide enhance efficiency. The virtual tool may also be usedas a clinician's aid in diagnosis and treatment. These are only examplesof the applications, and embodiments of the invention are not limited tothese.

FIG. 6a shows a diagrammatical representation of the virtual personalitycoach or virtual therapists according to some embodiments. VirtualTherapist 610 comprises an Artificial Intelligence self learningadaptive engine 620 and a Virtual Agent 630 comprising one or more humaninterfaces. The AI Engine 620 is programmed or otherwise loaded orprimed with scientific knowledge, data and techniques comprisingdiagnostic and/or therapeutic standards and psychological expertise. TheInputs to the AI Engine 640 may be varied but in preferred embodimentsinclude encyclopedic level of professional knowledge on diagnoses andtreatment of psychological, personality and other disorders orpathologies of the mind and/or mood. The Virtual Therapist interactswith a user or patient 650 via the VT Agent 630. The VT Agent iscontrolled by the AI Engine 620, according to some embodiments whereinthe AI Engine 620 receives user/patient input via the VT Agent 630 anddirects output to the user/patient through the VT Agent 630. The VirtualTherapist 610 interfaces with the patient 650 via the Virtual Agent 630and may engage in dialog with patient 650 via a microphone and speaker,may record the patient's movements, expressions, body language etc withvideo cameras, motion sensors and other sensors attached to thepatient's body or chair and by other means. The patient 650 may beequipped with biological sensors or detectors which provide data to theVT 610. The VT 610 may initiate stimulus on the patient 650 through theVirtual Agent 630. In some embodiments, virtual reality, e.g., in theform of conventional VR goggles are used to apply stimulus and/or sensepatient response. By iterative dialog with, stimulus of and reception ofmeasurement of patient actions, responses and states (e.g., viaphysiological and other sensors), the Virtual Therapist 610 can effectpsychological diagnoses and/or therapies similar and analogous to how ahuman therapist would interact, diagnose and treat a patient. In someembodiments, the Virtual Agent 630 is resident on an individual's smartphone or personal computer, and dialog, stimulus and user response/datais input through this device. In some embodiments, the AI Engine 620 isco-located on a user's device. In other embodiments, the AI Engine 620is located remotely on another computer and communicates wirelessly withthe Virtual Therapist 630 resident on the user's device.

In some embodiments, the AI Engine 620 is preprogrammed with anextensive amount diagnostic, therapeutic and other professional andscientific knowledge (for instance the DSM and Clinical Treatmentmanuals, monographs, etc). In other embodiments, the AI Engine 620 isprogrammed with a basic amount of knowledge and has accesses toseparately stored knowledge based, and accesses such data stores toenhance the AI Engine's learning and knowledge or in response to aspecific therapy or coaching session.

FIGS. 6b-c show process flows of the implementation of diagnostic andtreatment processes of virtual therapists according to some embodiments.

Personal Data Sharing

According to some additional embodiments of the invention, users sharepersonal data in real time, data including but not limited tophysiological, physical and other raw data and/or derived data such asestimation of moods or estimations or changes thereto. One exampleapplication is in the field of computer gaming which is a vast anddiverse global industry and recreational pursuits. Individuals routinelyplay games where they are remote from one another, but are connected toa game via the Internet or other communication means. Because the usersare connected via communication links, they can play and enjoy gaming asif they are together. According to some embodiments, gaming may includesharing one or more of a user's personal data with other users and/orsharing it and having the data become part of or an objective or targetof the game itself.

In one embodiment, users are playing an identical game, and one user isperforming better than another; the higher performing user's data may beshared with the lower performing user such that the latter canpotentially adjust his data (e.g., via coaching or simple observation)to more align with the former thus improving performance. In someembodiments, user data is integrated into the scoring system of the gameand players compete, at least in part, by trying to optimize or controltheir personal data (e.g., control their fear, improve theirconcentration, etc.) In some embodiments, users may share only a portionof their data and only for a certain time period; users can “buy” datausing game credits according to some embodiments. All these features mayfacilitate enjoyment, competition and learning in the gamingenvironment.

In some embodiments, the game itself may be designed around or scoredaccording to a user's personal data (for example, minimizing/maximizingheart rate, sweat, muscle tension, facial expressions, etc). Additionalparameters of game performance may be derived parameters such as user'semotional state (fear, anger, fatigue, etc). Embodiments of theinvention include computer gaming that has as its object, goals,targets, or metrics, real time generated personal data (raw or derived)of a player (such data includes those as shown in FIGS. 1 and 2.Embodiments also include sharing player data with other players (e.g.,via gaming console, heads up display, VR goggles, etc). Such gaming canbe implemented via various convention means as will be evident to thoseskilled in the art. As described elsewhere herein, a user or player maybe connected to one or more sensors that read raw data and an affectestimator that that estimate moods and emotions, and this data or asubset thereof may be used by the game to add complexity and enjoymentto the game. Such gaming and scoring involving certain raw or deriveduser data may be used also when the user plays against the computeritself (that is, some embodiments of gaming using user data as part ofthe game algorithm and/or scoring are solitary and do not involveanother individual playing in real time).

FIG. 7 illustrates an example gaming interface and display according tosome embodiments. While the details of the specific game and gameinterface are not shown, as gaming and user interfaces are well known inthe art, what is shown according to embodiments of the invention are thereal time display of players personal data. Player1 710 and Player2 720are equipped or fitted with biological and other sensors (not shown)which measure in real time physiological and other player data. Thesensors data and derived data constitute inputs into the game display,game algorithm or both. In some embodiments the local processor analyzesthe data to generate an estimated emotional state or affect for displayto the player. The data collection for and on each player issynchronized with that of other players and the raw and derived data isdisplayed on game console/display of each player. Player1 display 715and Player2 display 725 shows gamer raw and derived data, including datafor both Player1 710 and Player2 720. The players see their own userdata and the data of one or more other gamers. For example, the datameasured and displayed for this game include raw data of pulse, tensionand skin responses, and derived data relating to estimated fear, anxietyand confidence. These data may be used by one player in competition withanother player and may form metrics, objective or milestones of the gameitself (e.g., score points for achieving, changing or eliciting specificplayer data, either one's own or that of another player). The displays715 and 725 may also show a variety of other gaming attributes, butthese are not shown for the sake of clarity.

In some embodiments, one or more datums associated with a firstindividual or entity, including for example, physiological data,physical or motion data or any other derived data associated with a userincluding estimated emotional affect or changes thereto, is shared witha second individual or entity. For example, when engaging in a sportingactivity or physical fitness training, information and data from oneperson may be voluntarily shared with person or persons. The person whoreceives the data may communicate back to the originator of the data,for example in the form of coaching or other types of feedback. In someembodiments, individuals mutually share their data or portions thereof,for example in real time. This may facilitate training together andmutual motivation and learning. Because the sharing of information maybe accomplished via wireless or other communications, the individualssharing data may be remote to one another (across town or around theworld for instance).

Embodiments of the present invention would facilitate motivationaltraining and allow for individuals to train together and motivate eachother even when they were remote from one another. It is well known thattraining with a partner can facilitate and enhance the workout throughmutual motivation and friendly competition. Embodiments of the presentinvention provide and allow individuals who are remote from one anotherto train together. For example, remote individual may share dataincluding physiologic states (pulse, respiration, fatigue etc.) andsporting activity (how fast they are running, biking, etc.). Embodimentsof the invention include means for each individual to send usergenerated feedback to one another such as coaching and encouragement. Insome embodiments, virtual reality (VR) or similar technology may be usedin order to allow each of the individuals who are sharing data tovirtually participate in the environment of the other. For example, anindividual on a stationary bike could wear VR goggles that presented aparticular simulated/virtual environment that replicates the environmentand/or activity of another individual. Wearable devices such as FitBit®, apple watches, etc. comprise sensors and other hardware thatallows the measurement of certain personal data of the wearer.Additional wearable sensors could also be employed and a computerinterface used to calculate and derive specific data about an individualduring athletic activity. By sharing this data, individual athletes maycompete remotely and may encourage or motivate one another. The shareddata may be displayed in real time via a personal device such as asmartphone, smart watch or the like according to some embodiments.

FIG. 8 illustrates example feedback displays for a competitive athletictraining system according to some embodiments. Athlete1 810 and Athlete2820 are equipped with biological and other sensors (not shown) whichmeasure in real time physiological and other athlete data. The sensorsare connected (e.g., via wires or wirelessly) to a local computer, e.g.,smartphone (not shown), which comprises a processor for processing,communicating and displaying the raw sensor data as well as deriveddata. In some embodiments the local processor analyzes the data togenerate an estimated emotional state or affect for display to theathlete. The data collection for and on each athlete may be synchronizedwith that of other athletes and the raw and derived data is displayed onthe smartphones or other displays carried or viewable by each of theathletes. In some embodiments, communication of data to the athletes isdone audibly (e.g., via ear buds); in other embodiments, communicationof the data to the athletes is accomplished via tactile mean (wristbandor other wearable unit vibrating, pulsing etc.)

In some embodiments, the raw sensor data is communicated to a remoteserver (not on the person of the athlete) which processes the data andgenerates derived data, and this data is then communicated back to theathletes for display. 815 and 825 illustrate examples of informationthat may be displayed or otherwise communicated to the Athlete1 810 andAthlete2 850 respectively. These are examples only and the invention isnot limited to any particular data being displayed (or not displayed) orby any means of displaying or otherwise communicating data and/orcoaching to the athletes. As shown in FIG. 8, displays 815 and 825display both raw physiological data and derived data of both athletes.Each athlete sees their own data as well as that of the other athlete(e.g., their training partner). Additionally, a virtual coach, based onthe goals set by each athlete and their respective actual performance,can provide feedback to encourage, guide or otherwise help theindividual athlete. Each athlete monitors their own performance as wellas their training partner(s) and the athletes can provide comments toeach other before, during and after the competitive or recreationalactivity.

While the invention has been described with reference to exemplaryembodiments, it will be understood by those skilled in the art thatvarious changes may be made and equivalents may be substituted forelements thereof without departing from the scope of the invention.Furthermore, while the above description contains much specificity,these should not be construed as limitations on the scope of anyembodiment, but as exemplifications of the presented embodimentsthereof. Many modifications may be made to adapt a particular situationor material to the teachings of the invention without departing from theessential scope thereof. Therefore, it is intended that the inventionnot be limited to the particular embodiment disclosed as the best oronly mode contemplated for carrying out this invention, but that theinvention will include all embodiments that may be contemplated based onthe above description. Also, in the drawings and the description, therehave been disclosed exemplary embodiments of the invention and, althoughspecific terms may have been employed, they are unless otherwise statedused in a generic and descriptive sense only and not for purposes oflimitation, the scope of the invention therefore not being so limited.Furthermore, although a variety of potential system inputs, variables,measurements, processing outputs, and other details have been described,embodiments of the invention are not limited to implementations of anyspecific number of these parameters, and embodiments of the inventionmay include a large or minimal set of these parameters depending on theapplication or desired need. Moreover, the use of the terms first,second, etc. do not denote any order or importance, but rather the termsfirst, second, etc. are used to distinguish one element from another.Furthermore, the use of the terms a, an, etc. do not denote a limitationof quantity, but rather denote the presence of at least one of thereferenced item.

What is claimed is:
 1. A method for computer gaming wherein a player'sown physiological or emotional state is part of the game comprising thesteps of: providing a computer game or algorithm wherein a first playergames or competes with a second player; providing a gaming interface toa first player and a gaming a gaming interface to a second player withwhich to interact with and play said computer game; generating at leastone player specific personal datum, for each of the first player and thesecond player, from one of a plurality of the datum types consisting of:physiological, physical and emotional; and displaying a personal datumof the first player to the second player and displaying a personal datumof the second player to the first player.
 2. The method of claim 1wherein said first player and said second player and their respectivegaming interfaces are not co-located and are remote from one another andeach player participates in said computer game via a communicationsnetwork.
 3. The method of claim 1 wherein said first player and saidsecond player are each provided with means to generate respectivepersonal datums.
 4. The method of claim 4 wherein said means comprisesat least one of: a sensor for reading physiological data, a transducerfor determining muscle tension or physical motion or physicalorientation, an affect estimator, a facial expression or voice stressanalyzer.
 5. The method of claim 1 wherein one of said personal datumsis a player's pulse.
 6. The method of claim 1 wherein one of saidpersonal datums is a player's muscle tension.
 7. The method of claim 1wherein one of said personal datums is an estimate of a players fear oranxiety level.
 8. The method of claim 1 wherein said gaming interfaceincludes a virtual reality interface.
 9. The method of claim 1 whereinone of the game's competitive performance metrics between players is theabsolute value or degree of change of one of each player's personaldatums.
 10. The method of claim 1 wherein one of the game objectives isto minimize, maximize or stabilize one of said personal datums.
 11. Themethod of claim 1 wherein the rate of change of a personal datum of thefirst player is displayed to the second player.
 12. An online computergame wherein players' idiosyncratic parameter are measured or estimatedand displayed to other players and wherein objects or metrics of gameperformance depend on the player parameters comprising: means formeasuring physiological data of each of the game players; means forsharing said physiological data of each player with each of the otherplayers; and a scoring or performance metrics system based on said dataor changes thereto wherein the players compete with one another based onone or more of their real time physiological data.
 13. The onlinecomputer game of claim 12 further comprising means for estimating anemotional state or changes thereto of each of the game players andcommunicating said estimations to the other players.
 14. The onlinecomputer game of claim 13 wherein one of the game objectives or scoringmetrics is to minimize, maximize or stabilize one of said physiologicaldata or emotional states.
 15. The online computer game of claim 12wherein said means for measuring physiological data includes one or moresensors worn by, attached to, or proximate to a player.
 16. A system forcompetitive athletic training comprising: means for measuring one ormore physiological parameters of a first athlete; means for measuringone or more physiological parameters of a second athlete; and means forcommunicating said physiological parameters of the first athlete to thesecond athlete and means for communicating said physiological parametersof the first athlete to the second athlete and wherein said means formeasuring physiological parameters and said means for communicating saidphysiological parameters is worn by, carried by or attached to saidathletes.
 17. The system of claim 16 further comprising means formeasuring rates of change of said physiological parameters and whereinsaid means is worn by, carried by or attached to said athletes.
 18. Thesystem of claim 16 further comprising means for determining an estimatedaffect or motivational state or change thereto of one of said athletesand means for communicating said estimated state to the other athlete.19. The system of claim 16 wherein the means for communicating includesa computer generated virtual coach that communicates via audiblecommunication to the athletes.
 20. The system of claim 16 furthercomprising means for the athletes to track and compare in real or nearreal time one or more elements of each athlete's athletic performancethereby allowing athlete remote from one another to personally compete,challenge or coach one another in real time.